Brawl-

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The logo of Brawl- Maximum 1.0

An alternate version of the logo

Brawl- (also known as Brawl Minus or B-) is a mod of Super Smash Bros. Brawl. Compared to Brawl+, which was designed to be balanced through reasonable tweaks to characters, the intent of Brawl- is to give all characters incredible buffs and options until they are all equally overpowered, and thus balanced. The mod's focus on over-the-top physics changes and new character gimmicks has resulted in popularity second only to Project M.

No random Prat Falling. Running into or getting hit by Banana Peels will still result in tripping, and most moves with hitboxes that contained a chance of tripping are now guaranteed to trip grounded opponents.

The character select screen will occasionally freeze the game on the one-player modes.

Brawl- will sometimes delete music from Battlefield. This has the side effect of occasionally having no music playing on Battlefield and freezing My Music every time it is accessed (even when Brawl- is not currently in use). The code to reset its music can be found here.

Fire Breath removed, now replaced with Royal Rampage on the ground and Galactic Crusher in the air.

Royal Rampage: Bowser performs a Running Bear Grab. Bowser will gain super armor and walk forward until he either grabs an opponent or after 3 stomps. Grabbing the opponent results in an alternate grab state with alternate throws.

Forward throw: Bowser spins around and then throws the foe forward.

Back throw: Bowser grinds the opponent on the ground with his shell. A powerful horizontal finisher.

Up throw: Bowser jumps into the air and performs a piledriver. Useful for KOs.

Down throw: "Discus toss". Bowser slams the opponent on the ground. The opponent can tech the move like with Mr. Game & Watch's down throw.

Galactic Crusher: Bowser spins around in the air and gains super armor. If a foe is in range, they will be grabbed and piledriven into the ground, resulting in a powerful explosion and massive knockback. Functions as a sort of counter.

Whirling Fortress gains significantly increased vertical height when used for recovery. On the ground, Whirling Fortress is a multi-hitting attack after the initial hitbox.

Bowser Bomb's falling speed is decreased by half if the special move button is held. Grounded startup can be canceled into aerials or jump.

Up smash has an earthquake hitbox at the end, similarly to King Dedede's side smash.

Back throw now sends opponents on a semi-spike trajectory, with significantly increased knockback, becoming capable of reliably KOing under 150%.

Falcon Punch has drastically increased hitlag, allowing an opponent to perfect shield all four hits or even roll out of the way after the first perfect shielded hit.

Falcon Dive's grab is much stronger if it lands, and hitboxes have been added to end of the animation when he flips if Captain Falcon fails to grab an opponent.

If the grab lands, the animation is stalled out significantly longer while Captain Falcon says "Show me your moves!", giving an opponent more time to DI or tech the explosion should he or she be near a wall.

Raptor Boost travels further when airborne and no longer makes him helpless. Grounded Raptor Boost ends with the uppercut animation instead of the falling down animation, even when it misses, making it more difficult to punish a whiffed Raptor Boost. The Raptor Boost also has invincibility frames, from after startup to before he does the uppercut, giving him a much better approach option to go through projectiles. An airborne Raptor Boost can be cancelled near a wall into a wall jump once per recovery.

Falcon Kick is a multi-hitting attack, and restores his midair jump when used in the air. Grounded Falcon Kick also travels further, and is jump cancelable near the end of the move for follow up combos.

All grabs are faster and have longer reach.

A successful grab is accompanied by his "Come on!" SFX.

Forward throw is much stronger, being able to reliably KO under 150%.

Back throw now meteor smashes.

The Gentleman has much greater knockback. The rapid jabs after the Gentleman are completely gone, but are instead performed by hitting the grab button instead of the attack button for the third jab hit.

Forward tilt is slightly stronger.

Up tilt can now meteor smash at his heel.

Down tilt hits opponents weakly behind Captain Falcon. It is also slightly faster in recovery.

A clean Knee Smash is stronger and can be done on any part of its initial hitbox.

Down aerial always meteor smashes, is faster in both start-up and ending lag, and is stronger.

Forward smash is stronger and Captain Falcon slides further when used, giving it more reach.

Up smash has greater range in front of Falcon.

First kick of down smash produces higher trajectory knockback, while the second kick produces lower trajectory knockback, being a semi-spike.

All of his attacks involving his knee (Gentleman, Knee Smash, and pummel) have electrical effects, increased hitlag, and play the "Yes!" SFX (when hit cleanly in the case of the Gentleman and Knee Smash).

The SDI modifier on the Knee Smash has not been changed to account for the increased hitlag, making it slightly easier to survive.

His side taunt has a vacuum effect, covering a huge area in front of him.

By quickly inputting up taunt, down taunt, up taunt, he can perform a special "power up" taunt, and successfully completing it without interruption will cause the next Falcon Punch he uses to be much faster in start-up; however, the weaker hitboxes are much smaller, leaving opponents to be mostly hit by the main hitbox. In the power up taunt, Captain Falcon moves like in his up taunt, but the flames around him gradually get bigger, and he says "show me, show me, show me your moves!".

Can pull an additional Banana Peel when two are on the ground. Doing so causes him to perform his up taunt, and obtaining another banana. He also pulls the first two bananas much faster. Cannot pull additional banana peels while in the air.

The explosion from when the Peanut Popgun is charged too long now produces a very powerful, damaging hitbox.

Diddy Kong can go off ledges when he does his dash attack. Doing so turns it into a neutral aerial immediately upon going off the ledge.

Forward smash can be interrupted into a shield between the first and second hits. Links with a grab.

Up smash can be jump canceled 5 frames after the final hit.

Holding B while performing an aerial move will make Diddy pull out a throwable peanut.

Pressing A or B makes Diddy smack the opponent and propel both of them upwards.

Rocketbarrel Boost is attack cancelable and cancels into Monkey Flip. Diddy can use his double jump after his up special.

Can be fired as a projectile if Shield is pressed. Will carry opponents for 1% per hit, and only explodes in contact with a wall or after 90 frames. Diddy cannot use Rocketbarrel Boost again until the move ends.

Knockback on forward and down tilts are now set, and are extremely weak.

Has two side taunts. A light D-Pad press makes Diddy do a quick, silent laugh, while a harder press performs his original side taunt.

When using down taunt, confetti will appear and the audience will cheer.

Falco Phantasm has additional graphics, hits with more power and hitlag, and does not cause helplessness, though Falco falls a noticeable distance after aerial use before he can jump or use another attack. The ground version can be jump canceled at the end, while the air version can be interrupted into a wall jump if possible.

Reflector now draws foes towards Falco and has additional graphics. This happens when the reflector is pulled back towards him. It retains its normal hitbox going outwards. Is cancelable into non-special moves.

Fire Bird's fire radius and hitboxes have been increased significantly in size. The charge time has increased but it travels much farther and with much greater velocity. His Final Smash SFX, "Personally, I prefer the air!", is also added during his charging time with the last two words being replaced by "Fire!" from a regular Fire Bird.

Neutral aerial does more hits.

Forward aerial is more easier to connect

Forward smash produces a damaging wind hitbox and is much stronger.

Falco spins much faster when he uses his forward aerial, having much less hitlag. Forward aerial also now links into itself more fluidly and contains a powerful hitbox on the final hit.

Down aerial always meteor smashes when landed, as well as being stronger when sweetspotted.

Up tilt is jump cancelable within the final frames.

Dash attack and back aerial have shorter duration.

The height of his midair jump has been decreased, but has been given two additional midair jumps.

Falling speed has been increased.

Lasers from his up, back, and down throw deal less damage, but Falco shoots more of them. These lasers are also affected by the laser slowdown.

Down throw now produces mostly vertical knockback instead of horizontal.

If a direction is held on the control stick/C-Stick/D-Pad while air dodging, the air dodge physics become like those in Melee. This allows Fox to wavedash and perform his shine combos. His Brawl air dodge is performed by not touching the control stick.

Dashing and air speed have been improved, while traction has been decreased.

Grounded Reflector can be cancelled via jump, similar to how it could be in Melee. Reflector also has a larger hitbox.

Fox Illusion can be interrupted by anything other than another Fox Illusion. Holding the special button causes the move to become slower and multi hit. At this time, also becomes sheild cancelable. Links with a grab if done this way.

Dash attack can be cancelled with an up smash near the ending of the attack, not just the beginning.

Down smash slides Fox forward significantly when used during a dash.

Down throw meteor smashes opponents onto the ground, like it did in Melee.

Back aerial has much more duration, behaving more like his back aerial from Melee.

Warlock Punch's power is increased drastically, to where it deals 666% damage and is guaranteed to OHKO (dealing upwards of 80000 mph worth of knockback). Holding the special button allows Ganondorf to launch a ball of energy similar in appearance to a fully charged shot from a Super Scope, except much slower, dealing multiple low-knockback, low-damage hits known as the "Gandouken". Neither the punch itself nor the Gandouken can be shielded. An aerial Warlock Punch is interruptible if it hits.

Flame Choke covers much more distance at a faster speed when used on the ground, and no longer makes Ganondorf helpless if he goes offstage using it or when he uses it in the air. The grounded version has less ending lag when landed, but it can now be teched. The airborne version has much more forward momentum when landed as well as burying opponents upon landing on the ground. Pressing A during the grab of the air version executes an explosive throw with vertical knockback, allowing the player the option to prevent "Ganoncide".

Dark Dive throw is drastically stronger and sends opponents on a semi-spike trajectory similar to Wolf's down throw. Uppercut hitbox at the end of Dark Dive has also underwent a drastic increase in power and hitlag, dealing 26% damage and being capable of KOing under 60%.

Laughing SFX added to when Ganondorf releases the opponent after a successful Dark Dive.

All grabs are faster and have longer reach.

Up throw produces a darkness effect, along with dealing much more damage and knockback. It now also does multiple hits.

New up tilt is now a much faster uppercut that deals low knockback for followup combos.

Forward smash produces a large, darkness explosion, drastically increasing the size of its hitbox. It has an additional, weak hitbox added before the primary hitbox, and the primary hitbox now produces vertical knockback, like Ganondorf's forward smash did in Melee.

New down smash is now his old up tilt, but Ganondorf can choose when to let go and stomp his heel for the attack, which has gained a hitbox behind him. Vacuum effect is increased and deals low damage in addition to high shield damage.

Second kick of the down smash sends opponents on a lower trajectory, with much more knockback.

Neutral aerial goes from first kick to second kick extremely quickly, and links properly. If the first kick connects, Ganon will kick the foe four times.

The back aerial's hitbox has longer duration, and also has an electrical effect on hit.

Down aerial, when landed on a grounded opponent, has its knockback angle altered, lessening its KO ability.

Pummel produces a darkness effect.

During his down taunt (when he pulls out his sword), Ganondorf is invincible.

The partner can no longer SD and must be in hitstun to be truly KOed. If he/she fails a recovery and touches the bottom blast line, a KO explosion will not happen, and using Belay will bring back the partner.

Belay now has hitboxes on both Climbers for the entirety of the non-helpless portion. When a solo climber uses the move, Belay gives much more horizontal and vertical distance when recovering.

Ice Shots increase in size when traversing the ground instead of decreasing.

Leader's forward throw sends opponents on a semi-spike trajectory.

Down smash has improved knockback.

Down smash has less hitboxes, and deals dramatically less damage.

Both Climbers can now meteor smash with their forward aerial.

The Climbers now have horizontal control when using their down aerial, while falling at a slower speed when using it. It also now has stronger, horizontal knockback.

When charging a smash attack, the partner can move horizontally in the direction that is held on the analog stick (left or right).

Squall Hammer is able to be cancelled by a shield grab (R + A) or a standing grab (Z). (This is unlike Pit's Angel Ring that is cancelled by shielding and may lead into a grab.) In the air, the leader can cancel Squall Hammer into an aerial, but the partner cannot.

It is now possible to move while using Blizzard. It also no longer freezes.

Quick Draw can be canceled by any input (including another Quick Draw), the attack doesn't make Ike helpless, and can be used multiple times while airborne without landing.

The charging of Eruption can be cancelled by shielding. It can additionally be charged indefinitely, but Ike will slowly take damage if he holds it for too long.

Pummel speed has been drastically increased.

Knockback on up throw has been drastically increased, becoming capable of KOing under 150%.

Wind effect added to the end of all his smashes. Does damage when in No Sympathy mode. Wind boxes become heat waves in NS mode.

Wind effect added to the charging of his forward smash, and landing the tip of the Ragnell no longer produces a sourspot hitbox.

The forward smash hits teammates, even when Team Attack is turned off.

Neutral aerial has significantly less aerial ending lag, no longer resulting in accidental SDs when Ike is pushed off stage when trying to jab or shield grab.

When Ike lands while using his forward aerial, it produces a small wind effect.

Up aerial propels Ike upwards slightly when the attack button is held.

When Ike deals 75% damage or more with his sword, Ike enters "No Sympathy" mode, which changes his attacks' properties and makes them more powerful.

Counter will become "Flourish of No Sympathy": Ike performs 4 powerful slashes forward, which is then followed by an Eruption. The first hit stuns opponents so they are trapped for the move. The Eruption can be held, shield canceled (which will forfeit No Sympathy Mode without self-damage), or released for 20% self-damage. Otherwise, the move functions normally outside of NS mode.

New aerial down special: Leaf Storm. Ivysaur creates a tornado of leaves down-forward, dealing 35% damage with high knockback. However, it has a long duration and renders Ivysaur helpless afterwards. Hits through stage elements, such as ledges and platforms.

Ivysaur spins its leaves during Bullet Seed, producing additional hitboxes on its side. This also causes it to behave like a helicopter when used in the air, slightly pushing Ivysaur upward, and allowing it to move from side to side at will. However, the helicopter effect only occurs once per being airborne, and Ivysaur must land after using Bullet Seed for the helicopter effect to take effect again while airborne. If used on the ground, Ivysaur can still move left and right, but does not float up. Aerial version cancels into up special and air dodge.

Razor Leaf deals twice as much damage, and has a random chance of producing a critical Razor Leaf that deals four times as much damage, with high knockback and hitlag.

Vine Whip sends Ivysaur upwards if used after a jump, does not make it helpless, and can be used multiple times while airborne.

Pummel causes more damage.

Forward, back, and up throw are all drastically stronger, KOing well under 150%.

Dash attack is stronger.

Down smash is much stronger.

Up smash, up aerial, and down aerial produce a larger explosion with a larger hitbox. They also have additional sourspot hitboxes added that cause varying effects. Up smash sourspots stuns opponents similar to the paralyzer effect, up aerial sourspots causes a flower effect (though sweetspotting it produces a flower effect as well), and down aerial sourspots have a random chance of putting opponents to sleep.

Back aerial does almost three times the damage, dealing 11% when both hits connect instead of 4%.

Up tilt has gained hitboxes on its sides. They function like the ones on Marth's up smash to help this move link better.

The range of Sing has been greatly increased, and the opponent(s) stay asleep for longer.

Rollout can be interrupted by anything if it hits, including a natural combo into Rest if timed properly. Also cancels into anything while she is turning around. Is able to be jump cancelled after it is launched, but only if Jigglypuff is in the air.

Pound travels slightly further, and produces a spark at the end, which upon contact damages the opponent with an electrical effect with dramatic hitlag, while sending them on a semi-spike trajectory.

Rest is much stronger, has less ending lag (Jigglypuff wakes up sooner), and recovers damage at a moderate rate while Jigglypuff is asleep, for a total of 15% if Jigglypuff wakes up without interruption. If Rest connects with a foe, Jigglypuff heals an additional 10%, totaling at a 25% heal. Does side taunt after Rest automatically, but it's able to be cancelled into anything.

Down tilt slides Jigglypuff forward, while sending opponents on a semi-spike trajectory.

Forward smash covers much more distance, giving it much more reach, and it is stronger.

Down Smash has a vacuum effect on its charge animation.

The size of Jigglypuff's shield has been greatly increased, being more than twice its original size. Upon its shield being broken, a massive explosion will accompany the shield jump, which will hit opponents right next to the explosion for 100% with extreme horizontal knockback, instantly OHKOing any opponent caught directly in the explosion. Opponents a little further away will be hit for only 25% with dramatically less knockback.

Side taunt allows Jigglypuff to move while she is spinning, and if completed without interruption, she will use "gravity", which inflicts slight damage and slightly spikes foes near her.

Down taunt produces a windbox that blows foes away from her.

Up air now hits foes forward and below her. Will chain together.

Down aerial propels her downwards and is able to be attack cancelled into her aerials.

Dedede's neutral special is now the "DDDecree", which allows him to command his Waddle Dees and Waddle Doos directly by using the Control Stick while holding B to make them jump, turn, or trip, or releasing B to make the Waddle Dees do a flip kick and the Waddle Doos use their beam.

Consequently, Waddle Doos will never use their beam randomly, and Waddle Dees no longer lunge forward.

Waddle Dee Toss has become far more varied in direction and power. Dedede can choose to throw forward, vertically in the air, or almost straight down. He can do a tilt throw that covers barely any distance, or a smash throw that can traverse the entire stage. Up to four minions can be on the stage at once per Dedede. Gordos will also not hit the minions, leaving only his opponents vulnerable.

Waddle Dees can be launched at opponents when they are hit by Dedede.

Pummel speed has been drastically increased.

Each hit on his jab combo comes out faster, and the last hit on his jab combo spins much faster.

Dash attack propels Dedede forward much farther, enough to traverse an entire stage, while having the hitbox throughout.

Forward smash creates a much larger earthquake hitbox that can reach to platforms Dedede isn't on, and trips opponents instead of knocking them upward. The forward smash is also slightly faster.

Down smash slides Dedede forward a far distance when used.

Neutral aerial now has two hitboxes that hit consecutively.

Back aerial, when sweetspotted, sends opponents on a semi-spike trajectory.

Grounded Hammer is stronger, and hits with more hitlag. It can now be charged for a stronger attack by briefly holding down the button. Upon full charge, Hammer will deal fire damage.

The first hit of Air Hammer can be cancelled into itself repeatedly by holding B.

Final Cutter can move slightly farther horizontally. When on the ground, holding down on the control stick right before the jumping part of the move skips to the projectile-shooting part. It is also possible to cancel out of the move before the projectile-shooting part.

Pummel speed is slightly faster, while dealing more damage.

Up and down throw have stronger knockback, with the former being able to reliably KO under 150%.

Jab can be interrupted at any time. Jab one and two have better range.

Kirby now has two down tilts. Pressing down the button results in the normal tilt, while tapping it produces a sliding kick that propels Kirby backwards into the air on hit, akin to his normal sliding kick in the Kirby games.

Kirby also has two dash attacks. Tapping the button produces the normal attack, while pressing it down results in Kirby shooting forward like a ball of fire (the Burning power in the Kirby games, which was also his dash attack in Melee). This alt dash attack sends him far, but doesn't send him offstage. Holding the A button after the attack will keep Kirby spinning while retaining a body covering.

Forward smash covers more distance, giving it more reach.

Kirby spins faster when he uses his neutral aerial, and it has much less ending lag.

Forward aerial can be interrupted by another aerial attack after the second hit, even another forward air.

Kirby spins his feet faster when he uses his down aerial.

Kirby moves faster after swallowing someone with Inhale. Opponents spat out with Inhale will have downwards momentum.

When not smash thrown, Gale Boomerang covers less distance. When smash thrown, it travels twice as fast and far. It now produces damaging hitboxes during the apex of the throw and upon return, that flinch as well. The Gale Boomerang will also follow where Link goes upon return much more directly.

Spin Attack gains significantly more vertical and horizontal distance when used for recovering, greatly increasing its recovery capabilities. The initial grounded strike and final airborne strike are also much stronger with noticeable hitlag. "Hyaahh!" SFX added to final airborne strike when landed. Grounded Spin Attack has also gained Great Spin property (charging it considerably increases range), adding a fire effect when the tip of the blade hits the enemy during a fully charged Spin Attack.

The fire effect has been removed.

Bombs can be thrown faster and further, while having much more knockback, giving them KOing capability. There is also a random chance of Link pulling a Deku Nut when he attempts to a pull a bomb. As a result, Link throws normal items faster, further, and stronger.

Up and back throws are stronger, with the latter sending opponents on a semi-spike trajectory.

Forward throw has a different angle, more knockback, and less ending lag, making it a proper ground to air combo starter.

Forward tilt is now his regular Brawl forward smash, which can now meteor smash.

All smashes are stronger and faster. Forward Smash is now Link's Jump Strike from Twilight Princess.

All aerials have less landing lag, especially his down aerial.

When rolling forward, if Link holds A, he can attack out of his roll.

If one holds A during Link's Up Taunt, Link can perform the Mortal Draw, a fearsome attack that OHKOs any foe it connects with.

His fsmash can be canceled into the Ending Blow if B is pressed while charging.

When charging an Aura Sphere, Lucario will take minor self-damage the longer he is charging a fully-charged Aura Sphere.

ExtremeSpeed now has damaging hitboxes throughout the move, and knocks the enemy in the direction of movement. It can be interrupted by any aerial attack - doing so before the end of the move lets Lucario keep its momentum, allowing it to recover farther. ExtremeSpeed also no longer leaves Lucario helpless. It also now has virtually no start-up lag.

Double Team is no longer a counter move, instead activating on its own. If used while below 75%, the move has a slight delay before triggering on its own. After 75%, the move fires instantly.

Pummel speed increased.

Dash attack propels Lucario farther, with much less ending lag.

Forward smash is a multi-hitting attack.

Down smash now sends opponents on a semi-spike trajectory.

Neutral aerial has more hitboxes, producing varying knockback trajectories, including one that sends opponents on a semi-spike trajectory.

The first hit of the down aerial is now a meteor smash, and instead of halting momentum, it gives Lucario a slight boost upwards and whichever distance it is moving horizontally.

When using its up taunt, Lucario deals 15% damage to itself (usually to increase aura damage). If using the up taunt when above 300% damage, Lucario will instead deal 50% damage to itself.

If Lucario is below 75% damage and the player inputs up taunt, down taunt, up taunt in a quick order, he will perform his Ultra Taunt, which creates powerful aura hitboxes all around Lucario and gives Lucario 300% damage, making this a highly risky yet high rewarding power-up.

Force Palm now grabs foes in the air. Grounded Force Palm hits normally when used below 75%. Afterwards, the grab portion becomes Close Combat, sending foes upwards. A very powerful attack. The non-grabbing portion of Force Palm has increased hitlag.

The range of Lucario's up smash has been adjusted on his sides. Now it won't juggle foes next to him.

PK Freeze no longer leaves Lucas helpless when used while airborne. The PK Freeze projectile now explodes upon contacting ground or a wall, and will explode at the end of its trajectory if Lucas is hit before ending it. The projectile itself now produces a paralyzer effect instead of freezing opponents. Lucas can also jump out of the animation, allowing him to move with the PK Freeze projectile.

PK Fire gives Lucas a larger push back when used. Holding down B propels Lucas forward instead of backward. It is also a multi-hitting projectile that deals more damage.

If Lucas hits a wall/ceiling after hitting himself with the PK Thunder projectile, he does not become helpless and can use PK Thunder again, up to three consecutive PK Thunders.

PK Thunder can be interrupted by an air dodge. Doing so will not leave Lucas helpless.

PSI Magnet can be canceled via jump, akin to how Fox's/Falco's Reflector could be in Melee, pulls close opponents towards Lucas, and has electric hitboxes dealing 2% damage per second. Releasing PSI Magnet unleashes a semispike hitbox in front of Lucas.

Down throw has drastically reduced knockback, no longer being a KO throw, but increases comboing capability, especially into his back aerial.

Forward tilt is drastically faster, and pushes Lucas back slightly each time it is used.

Dash attack pushes Lucas much further, and has IASA frames added to all frames after hitboxes cede, essentially giving it no ending lag, which allows Lucas to use the momentum gain from the dash attack to slide forward while using another attack.

Down smash has been altered, to where the first two hits deal extremely weak vertical knockback with less damage, while the third hit is much stronger, and sends opponents on a semi-spike trajectory.

Each hit of the neutral aerial has increased hitlag and damage, and the last hit now produces strong horizontal knockback.

Dashing and air speed have been increased, while traction is decreased.

Luigi's footstool jump now damages (for 12%), as well as burying grounded opponents, and meteor smashing airborne opponents with much more knockback.

There is slightly less start-up and ending lag when Luigi uses Fireball. Fireballs travel in a straight diagonal arc and bounce off the floor, akin to the superballs in Super Mario Land. When holding B, Luigi will use the Thunderbrand from the Mario and Luigi series instead, an electric move that deals a single powerful blow.

Green Missile always results in a misfire when used. The attack's priority has been increased too, now passing projectiles and opponents. Also, Luigi can pull off a short-distanced misfire (uncharged missile distance) in a 1/8 chance. Is footstool cancelable.

Forward aerial now sends opponents on a semi-spike trajectory and produces a coin effect.

Down Tilt is significantly faster, being about twice as fast.

The meteor smash hitbox of down aerial now covers more of Luigi's body, making it much easier to meteor smash with.

Luigi Cyclone now has more IASA frames. Is attack cancelable and has suction while in the air.

Pressing the Shield button during the Dash Attack makes Luigi do a "tripping attack". Can send opponents downward if used next to a ledge.

Down Taunt has invincibility frames right when Luigi kicks, making Taunt KOs safer.

Mario's footstool jump now damages (for 16%), as well as burying grounded opponents, and meteor smashing airborne opponents with much more knockback.

Start-up and ending lag on his fireballs are much faster, allowing him to shoot them at a more rapid pace. Fireball shoots two fireballs when performed airborne. In addition, if one holds B, instead of a fireball, he will use the Firebrand from the Mario and Luigi series, which deals a bunch of small fire damage hits, allowing Mario to extend combos. Is attack cancelable on hit and has no landing lag.

Super Jump Punch can be performed twice in succession, akin to Pikachu's Quick Attack, and the final hit is much stronger.

Forward, back, and up throw are much stronger, with the latter two being able to reliably KO under 150%.

Forward smash produces a larger explosion, with more power when sweetspotted.

Forward aerial is much stronger and a different SFX is played when Mario uses it.

F.L.U.D.D. no longer needs to be charged, as it is always at its maximum level. It now sends opponents at a 180 degree angle towards Mario and can be cancelled with an attack.

Down aerial is able to be cancelled into a Footstool jump or aerial attacks.

New dash attack where Mario slides forward with his entire body, which can be followed with a hop attack by pressing the attack button.

When the attack button is held, Marth will repeat his jab combo at a rapid pace.

When angled upwards, Marth's forward smash slides him forward a fair distance. When angled downwards, it slides him backwards a fair distance. An unangled forward smash functions similarly to how it did in normal Brawl. The forward smash also has an additional hitbox added right before the tip, that is stronger than the normal hitbox, but is not as strong as the tipper hitbox.

All grabs have longer reach.

Non-tipped down tilt sends opponents on a weak vertical trajectory, similar to Roy's down tilt in Melee.

Down aerial has a larger sweetspot, making it much easier to meteor smash with.

His sword's trails when swung now vary, from green with smash attacks and blue for his tilts and aerials, to purple with his specials.

Critical Hit has been sped up and cannot be sidestepped or air dodged. It has also been given a further increase in power, now matching that of Ganondorf's Brawl- Warlock Punch.

A general decrease of damage in his attacks, but his attacks are stronger in knockback.

Meta Knight can act out of his helpless state using any special move other than the one that caused him to be in a helpless state, giving him a more flexible recovery.

Mach Tornado knocks opponents upwards, but can be canceled into any aerial.

Dimensional Cape is much stronger when used as an attack and has increased hitlag. Also, Infinite Dimensional Cape can no longer be used, but tilting the C-stick or pressing the button assigned to up-smash will make the Dimensional Cape go straight to the attack, having near-instantaneous startup if done so right at the beginning.

Jab is now a single slash with vertical knockback that makes Meta Knight take a quick step back.

Down tilt has vertical knockback.

Down throw produces vertical knockback instead of horizontal. This throw is now a single hit. This throw cancels into Shuttle Loop when the special button is held.

Up smash consists of one strike only, and it gives Meta Knight a jump upward when used, similar to the Street Fighter special move Shoryuken. On release, he can attack behind him instead if the control stick is held in the direction behind Meta Knight.

Forward smash makes Meta Knight spin and vanish multiple times and does a upwards slash that does very high knockback, but with large start-up and ending lag.

Up Throw is much slower, plays the "Come back when you can put up a fight" SFX, causes a heavy explosion, and deals 45% damage and heavy knockback to both the opponent and Meta Knight when Meta Knight lands, essentially being used as a kamikaze attack.

Judge can be interrupted by any standard attack, grabs, or a double jump after the hitbox cedes. All Judge results except for 9 have been significantly buffed, by having increased damage, and causing varying additional effects that temporarily incapacitate the opponent:

1 makes the opponent slide behind Mr. Game & Watch. Additionally, it only causes 1% of self-damage to Mr. Game & Watch, as opposed to 12% in normal Brawl.

The food from Chef produces vertical knockback and does fire damage, and can also hurt Mr. Game and Watch, but this allows him to catch his own food with Oil Panic.

Oil Panic has a much higher damage multiplier for the projectiles caught, making it very powerful once full. Oil Panic can also no longer be held indefinitely, but Mr. Game & Watch now puts away the bucket sooner, due to less ending lag.

Each hit on the jab combo deals more damage.

Forward tilt, up tilt, forward smash, and up smash are faster in both start-up and ending lag.

If the attack button is held, his neutral aerial uses a parachute and functions similarly to how it did in Melee. If the attack button is just tapped, it'll be his neutral aerial from normal Brawl.

Down aerial always meteor smashes outside of the hitbox produced upon landing and can be interrupted into a double jump or any special move after the hitbox cedes.

Forward smash has two varieties depending on if it is angled or not. Non-angled forward smash functions similarly to how it did in normal Brawl. An angled forward smash will create multiple smaller and weaker hitboxes instead of several strong ones, and will end with Mr. Game & Watch releasing a parachute while holding a match. The parachute contains a strong hitbox.

Ness can now Double Jump Cancel. This is done by using an aerial while he is double jumping. He retains his jump, however, if the jump button is held.

PK Flash no longer leaves Ness helpless if used while airborne. The PK Flash projectile also explodes when it hits ground or a wall, and will explode at the end of its trajectory if Ness is hit before ending it. Additionally, the startup of PK Flash has set vertical knockback, which can be easily followed up with an uncharged PK Flash. If the attack button is held when PK Flash explodes, the move will gain a darkness effect and send foes on a powerful semi-spiking direction. It can also be held for much longer.

Ness no longer becomes helpless if the projectile from PK Thunder fails to hit him. Using it for recovery gives him super armor. It also has 5% light armor on startup and 10% on hold/loop.

PSI Magnet produces a hitbox when initially used that causes light damage and vertical knockback. When it ends, it produces a wind effect. It can now also be cancelled via a jump, akin to Fox/Falco's reflector in Melee.

Pummel damage has been increased.

Forward smash has a sweetspot that produces the "Ping" noise when landed, akin to the Home Run Bat. Its knockback and speed have also been greatly improved.

Can pluckPikmin in the air, and pluck much faster. After the sixth Pikmin is plucked, the next pluck in the air will grant Olimar a little height. This self pluck can only be used once per airtime.

Pikmin Order rearranges the order of Pikmin, putting the Pikmin first in line to the last in line. Deals one damage to surrounding foes, regardless of invincibility or shield.

Side-B is now the Olimar Flip, a somersault jump replacing Pikmin Throw. This move is attack cancelable into aerials and other specials.

Pikmin now have much more attack range and diversity in their attacks. Red Pikmin are multi-hit for fire damage. Yellow Pikmin hit for electric damage, spike nearby opponents, and knock midrange opponents towards Olimar. Blue Pikmin consistently knock foes towards Olimar. Purple Pikmin have half the range of other Pikmin, but are the most powerful. White Pikmin also knock foes towards Olimar, but spike foes in the air.

Forward tilt is now a powerful kick that has much more endlag, but is much more powerful in return.

All Vegetables are stronger, has an increased chance of Peach pulling a stitchface turnip and items, and Peach is able to pull additional items (such as a Pitfall or Smoke Ball). Stronger vegetables are color-coded: The redder they are, the stronger they are. Veggies can be plucked in the air.

Peach Bomber can be interrupted by any aerial move or Toad, retaining Peach Bomber's horizontal momentum.

A successful Toad counter grants Peach a turnip. Toad counter has more range.

Forward smash is much faster, being approximately twice as fast. Can control what weapon she uses by angling the smash.

Down smash always trips opponents, with every hit. Cancels into jump and float.

"Hi" SFX played each time Peach pummels an opponent when they're grabbed.

"This is fun!" SFX played when forward throw is used, along with it being stalled during her saying it, and the forward throw is much more powerful, reliably KOing under 150%.

Back throw throws opponents on a semi-spike trajectory.

Down tilt always meteor smashes, as well as being much faster. It also has heart GFX added. Tilting backwards after the move is done grants Peach backwards momentum.

Peach will have hearts appear while foxtrotting, accompanied by the same sound her up tilt makes.

Peach has a new down taunt when facing the left (which is one of Zelda's victory poses), accompanied by her "Peachy" SFX.

Down aerial has an added effect, similar to Peach's up tilt.

Dash attack can be cancelled by another attack immediately after hitboxes have been used up.

Canceling Peach's up special puts Peach into her helpless stage, but can be cancelled by another attack. However, after canceling the first time, using Peach's up special again will result in putting her into the helpless animation, without even using the up special.

Neutral aerial now has considerable shield damage, slightly increased knockback, sends opponents at a low angle trajectory, and its landing lag reduced from eleven frames to two. When sourspotted, it sends opponent at an even lower angle.

Up aerial given some base knockback so it can KO around 150% as opposed to 170%.

Skull Bash is much stronger with an electrical effect upon impact and covers much more range. If a fully-charged Skull Bash misses, however, Pikachu is likely to KO itself. On the upside, this can even KO at extremely low damage percentages and can OHKO most characters. The charge for Skull Bash can be shield canceled, but it will not retain the charge. It is granted 7% armor while charging Skull Bash. The angle and speed have been adjusted as well.

Quick Attack covers more distance, and meteor smashes opponents upon contact. Can now be used twice in the same direction, except with a 45 degree angle.

There is more control over the arrows shot from Palutena's Bow - there is no limit to their turning speed. Palutena's Bow can also be charged longer, and gains more power. Arrows fired upwards are much slower. Aerial charge animation can be cancelled.

Angel Ring spins much faster, racking up damage much faster, and propels Pit further. It will also now propel Pit off ledges instead of stopping on the edge. The attack is able to be cancelled by one's shield during the middle section of the attack. Doing Angel Ring in the air will instead make him do a modified glide attack.

Hitbox added to Wings of Icarus' startup. Can be used again after getting hit, but will retain the amount of time he has lost.

This article or section may require a cleanup.The editor who added this tag believes this page should be cleaned up for the following reason: Contradicts itself. Does it paralyze or not?You can discuss this issue on the talk page or edit this page to improve it.

Has an additional midair jump.

When Robo Beam is fully charged, the beam will paralyze opponents for a brief moment before knockback occurs. The attack can be angled with the control stick to aim, and the beams also ricochet. In addition, a fully charged beam is much more powerful.

No longer paralyzes.

Forward smash is stronger, has a larger hitbox, and hits with more hitlag when it is sweetspotted.

Pummel has an electrical effect and deals more damage.

Down aerial propels R.O.B. forward and downwards quickly when used, effectively giving him a "ROBdash". R.O.B. gains a hitbox on his body during this attack.

Neutral aerial has two variants. Tapping A is the regular version, while holding A executes a slower version with a longer lasting hitbox.

Up aerial's speed greatly increased.

Arm Rotor propels R.O.B. much further when used on the ground and in the air. It is also now interruptible. Only sends him a great distance in the air once per airtime. Is cancelable into aerials.

If Arm Rotor is immediately interrupted with a back aerial, R.O.B. will move a ridiculous distance forward at breakneck speeds. This can lead to OHKOs on himself.

Double-Edge Dance is now a three-part attack, with greater knockback on the last attack, and increased shield damage. An aerial Double-Edge Dance is replaced with an air dash that propels him a decent distance forward and a slight distance upward.

Charge Shot is drastically stronger, being able to KO well under 100%. The projectile is also slightly larger. Uncharged shots have a paralyzer effect.

Homing missiles are much stronger and last much longer, while also homing in on opponents at sharper and more direct angles. Smash Missiles are stronger as well, and accelerate extremely quickly. Both types of missiles have less start-up and ending lag on firing.

The hitboxes of the third hit of his jab combo, his dash attack, tilts, and aerials have significantly increased hitlag.

All aerials have less landing lag.

Hand Grenades produce stronger knockback that is horizontal. If Snake attempts to pull out a grenade when two are already active, he'll pull out a Motion-Sensor Bomb. Air dodging will make Snake drop and pick up any item he is holding.

If Snake air dodges after pulling out a grenade in the air, he'll hold the grenade like a regular item.

The Remote Missile travels dramatically faster, though it can only be controlled during the first second.

Cypher is interruptible much sooner and Snake has much more horizontal control with it, and weakly meteor smashes airborne opponents who come in contact with it after the Cypher is released.

Back throw now sends opponents on a semi-spike trajectory similar to Wolf's down throw, while the up throw is now a meteor smash.

"Tasty!" SFX played when Snake uses his down throw.

The first hitbox of his forward tilt has increased set knockback, knocking all opponents upward instead of hitting them in place.

Down tilt is a semi-spike that makes the opponent slide across the floor when on the ground.

Forward smash has two variations, depending on if it's angled or not. When not angled, Snake will shoot one blast, then it will be followed by a second, and then a third blast, each one being a larger and stronger explosion than the last. If angled, Snake will shoot a chain of five blasts that travel forward in rapid succession, with each being weaker than the last.

Up smash produces three mortar projectiles instead of one. Mortar and projectiles are colored red.

Down smash is faster, stronger, has a larger blast radius, activates sooner, lasts for one minute before expiring or exploding (whichever comes first). Snake's "There!" SFX is played upon successful implantation. Now hits people who will try to roll over a mine.

Each stomp of the down aerial comes out much faster.

Can drop his currently held item by pressing A during any dodge.

Side taunt drops a grenade.

Snake can move around while in a cardboard box. The "Kept you waiting, huh?" SFX is added when removing a cardboard box.

The knockback of almost all attacks have been improved, while their damage output has been improved drastically, with many dealing in excess of 20%, such as his forward smash and back aerial.

Homing Attack has significantly less ending lag when it hits an opponent or a wall and can be cancelled into any aerial on hit. If it connects with a shield, Sonic will say "Come on, step it up!" and can immediately use another Homing Attack, allowing him to pressure shields.

Pressing Down on the Control Stick during Homing Attack's startup will execute the Bounce Attack, a rapid downward attack that bounces off the first thing Sonic hits. This refreshes his double jump when it connects. He will grab the ledge as well, but will plummet to his death if there is nothing to bounce off of.

The Spring projectile now meteor smashes. It also does not disappear after two bounces - it bounces on any floor it lands on until it is cancelled by an attack or Sonic uses another Spring.

Spin Dash is replaced with Sonic Boost, a non-damaging instant ground or air dash faster than his dash that can be canceled into nearly anything. Releasing the special button will stop the boost, but on the ground, Sonic will continue to dash at boost speed if the control stick is still being held forward.

Pummel speed has been drastically increased. "You're too slow!" SFX is produced for every pummel.

Down smash has a unique property, that when a direction is held left or right, Sonic will carry momentum in that direction upon the down smash being finished.

Down smash can be canceled into anything after the second hit, and when a Homing Attack is used in the middle of down smash, Sonic will fly off a very long distance in the direction of the down smash momentum. This can lead to KOs on himself if used improperly.

Down aerial now only has one hitbox that sends opponents on a vertical trajectory. Sonic can move horizontally during the down aerial. The attack is interruptible after a period of time.

Dash attack has a hit at the very end when Sonic uncurls from a ball. The hitbox has high hitlag, launches airborne opponents downwards, and trips grounded opponents. Pressing the special button cancels his dash attack into the spindash.

New aerial down special: Aqua Jet, a downward water stream that meteor smashes, goes straight through platforms, and gives Squirtle slight upwards momentum. The meteor smash is stronger the closer the foe is to Squirtle.

Uncharged Water Gun freezes opponents. Charged Water Gun also damages now, but still does not flinch. It also pushes further when Squirtle is at close range of his opponent.

Hero's Bow shoots Fire, Ice, and Light arrows that are much stronger and stick on the ground, leaving a lasting hitbox that damages opponents upon being touched. A maximum of four arrows can be onscreen at once. Ice arrows freeze foes, and Light arrows stun them.

Boomerang knocks opponents upwards and produces a flower if it hits while returning to Toon Link.

Toon Link can move across the ground with a grounded Spin Attack, akin to his Hurricane Slash from Wind Waker, but it has more ending lag at the end. When used for recovering, it also gains more horizontal distance.

Bombs are much stronger, being capable of KOing. Toon Link draws them much faster and he can throw them (as well as all other projectile items) at a faster speed, while covering much more distance. Toon Link does not have a limit on the amount of bombs he can pull, and the timer on bombs has been extended.

Forward tilt can now meteor smash.

Toon Link can grab during two periods of his grab animation: when the hookshot is shot, and while it is being retracted. In the air, his grab cancels into aerials.

Up throw has significantly increased knockback, being able to reliably KO under 150%, while the back throw sends opponents on a semi-spike trajectory.

Neutral aerial has drastically reduced start-up and ending lag, as well as duration.

Down aerial has much less ending lag, allowing it to be chained into itself on hit. If this attack hits the ground, it produces a wind effect that pushes enemies sideways.

Up taunt produces a non-flinching, damaging hitbox with a wind effect. The down taunt also has had hitboxes added to each sword swing, with the last swing producing powerful horizontal knockback.

Triforce Slash has fire hitboxes and the final hit knocks opponents backwards.

Toon Link now holds the Mirror Shield. This is purely an aesthetic change.

Air speed has been drastically increased, along with an increase in falling speed.

Chomp's bite starts earlier. Wario's mouth can be held open for one minute. The closing of Wario's mouth produces a hitbox with powerful vertical knockback.

Wario Bike is only slightly affected by gravity. When used in the air, it rides straight forward as if flying. The bike explosion is much more powerful. When Wario picks up a large item such as his bike, that animation is cancelable with Chomp, automatically eating it.

Corkscrew has been removed and replaced with a less powerful fully charged Wario Waft, granting Wario tons of height.

A fully charged down special produces a rolling crate. That is to say, one doesn't charge this special. After 25 seconds, Wario may fart a Rolling Crate. This move has a 25 second cooldown. Attempting to fart out a crate prematurely will reset the cooldown and Wario will do a weak fart. Wario's attacks do less damage to rolling crates. Rolling crates are weaker and can be ducked through like platforms.

Fart animations added to his down throw and back throw.

Wario slides farther when he uses his dash attack. By pressing A during the dash attack, Wario will fart, sliding him even farther.

Forward smash's range has been increased and has super armor on the opening frames. Wario can change directions while charging the forward smash, regardless of the direction he is facing.

Up smash has a vacuum effect.

Down smash causes opponents to trip until the final hit.

Forward tilt can be canceled before the hitbox comes out. Pressing A while holding the control stick forward will cause him to to keep winding his punch the more times A is pressed. Tilting diagonally up will make Wario slide forward. Tilting diagonally down will send him backward.

Down tilt will stay active until a foe hits it or Wario does something else. Has an additional hitbox that is designed to hit rolling crates only.

Forward aerial is weaker, but it can be quickly canceled into anything, giving Wario the opportunity to combo several forward aerials in succession.

Up aerial has two variants. Releasing the A button within five frames or using the C-Stick will perform the regular version, while holding the A button will make Wario fart, giving him upwards momentum.

Down aerial can be used for as long as the A button is held.

By pressing A during his back aerial, Wario will fart, pushing him backwards.

Wario can move left and right during his forward throw, which has hitboxes added to the thrown opponents and can be extended by holding A.

Wario can fart during his side taunt by pressing B.

Fart sounds added to his jabs.

Neutral aerial behaves like dtilt, remaining active until Wario does something else. Maintains the second hitbox until someone is hit.

Blaster shoots out three projectiles that deal slightly less damage each.

Wolf Flash can be interrupted by an aerial attack at the end; doing so will not leave Wolf helpless afterwards. It can also be cancelled into a Melee air dodge on startup, allowing Wolf to wavedash when on the ground. If sweetspotted, holding B will produce horizontal knockback; otherwise, it will meteor smash. Is cancelable with a wall jump.

Fire Wolf has significantly increased vertical knockback on the final hit, and has much less ending lag in the air, no longer killing all momentum upon finish. Now hits for electrical damage. Only hits twice. When connecting with the ground, Wolf can jump off the ground instead of entering endlag if the jump button is timed properly.

Reflector knocks upwards when grounded and can be cancelled into any aerial airborne.

Pummel deals more damage.

Forward tilt has decreased, vertical knockback, while dealing more damage.

Dash attack moves Wolf forward a good distance instead of halting all movement.

Forward smash has two different functions depending if it's angled or not. When not angled, it functions similarly to how it did in normal Brawl, except Wolf slides slightly further at the end. When angled, Wolf will move forward and back very quickly, while hitting with only one hitbox that does light damage with moderate vertical knockback, similar to Weavile. The angled version can be cancelled into Wolf Flash by holding B if it hits.

Back slice of down smash produces vertical knockback instead of horizontal.

Neutral aerial has more hitboxes, consisting of more hits.

Forward aerial is much faster, both start-up and ending lag wise, along with gaining a sweetspot with significantly more vertical knockback.

"Play time's over, Star Fox!" SFX played during entry.

Side taunt has damaging hitboxes added; the second hit has a chance of tripping the opponent and the third produces horizontal knockback.

New down taunt: Wolf performs a salute while saying "Play time's over!" if facing right or "Weaklings!" if facing left. The salute can damage for 5%.

Has distant hitboxes added to her jab, all tilts, dash attack, forward smash, forward aerial, back aerial, and down aerial. These distant hitboxes appear as a "magic ball" and have differing effects based on the attack, such as the forward and back aerials sending opponents towards Zelda with moderate knockback, the down aerial and down tilt meteor smashing opponents, and the up tilt sending opponents vertically with powerful knockback. If Zelda holds A as the opponent is hit by these hitboxes, she will teleport to where the hitbox is.

Zelda's forward tilt now sends out a trail of magic that pushes opponents. Can be angled.

Din's Fire is interruptable at any time. It also no longer leaves Zelda helpless if used in the air.

The fireball of Din's Fire no longer explodes when hitting a solid surface, but keeps pressing against it. Zelda can hold the move for longer before she is forced to end it and the fireball explodes. If Zelda is hit while using Din's Fire, the fireball keeps heading in the same direction.

Two Din's Fires can be fired at once if the special attack button is pressed twice quickly. The second Din's Fire is slower.

Farore's Wind has no ending lag when used for recovery, no longer killing all momentum upon finish.

Forward and back throws are stronger, while the up throw is much stronger and capable of KOing under 100%.

Uair has lost its fire effect in favor of a magic effect. Holding A propels her down. Landlag produces a hitbox when done this way. Not really meant to be used as an attack.

Nayru's Love grants Zelda forward momentum if she is moving in the air. Zelda can move forward or backward slightly more distance than a dodge if used on the ground.

Early during her transformation into Sheik, she can cancel the transformation with normals. This is done to assist those that mess up angling Din's Fire.